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I'm pretty sure the respawning ships only drop certain types of weapons. They drop arquebuses, wands, and pollaxes in huge quantities, scepters it seems not at all, and the other stuff with a lot less frequency.
I'm not saying it's required to get through those scenarios, it's just an option I like to have.
Nah I get it, I have my characters cover for various damage types too, I try to avoid giving my characters multiple sets that focus on the same damage type.
I'm just curious why a full party of Scepter's though.. there are other weapons that do crushing damage that also have useful proficiency abilities like Mace which reduces the enemy's armour rating on hits, Warhamer's which get +2 Penetration or Clubs which can lower the enemy's will defence and make them more vulnerable to certain spells and negative effects such as Expose Vulnerabilities, Recall Agony and spells that dominate/control foes etc.
I don't see the reasoning for everyone going with scepter over a more diverse weapon line.
Those totems I get though, I always have Aloth take them out at range with a scepter too and I pull enemies away from them to avoid their effects.
While they reflect spells they can't reflect AoE so a few fireballs or combos usually does the trick for me :)
I don't know why it's hard to see that. If the mace had 8 range I'd have diversified long ago.
I don't build my characters for melee combat. I also use a metric ton of summons which makes it harder, even if I wanted to (and I don't want to) get into melee range. The quarterstaff has reach, but it has less penetration than the scepter with modal on.
And yes, I do use eccea's blaster for one of my ranged alternatives to help deal with situations where piercing damage is resisted, but again, that leaves 4 other characters whose slots I have to fill. There are exactly 4 unique scepters in the game so I can kit them out, eventually, but only 2 of those can be found early, and of those 2, one of them involves an opportunity cost against a really good helmet.